After a health (or lack thereof)-enforced hiatus, I have found someone who does not mind to play as slowly as I need to nowadays. This will be a combined AAR which is intended to be a learning experience both for the players and for those with even less experience than us that care to read. Thus, ALL COMENTS ARE WELCOME but, if there is something specific that you think one of the players would prefer to keep from the other side, please PM or email the player privately.

Scenario is Reluctant Admiral, version 4.5, which is new to both of us. I have some idea regarding what to do with the Japanese economy, but I am not a great tactician. My opponent describes himself as a new hand, so it should work well, all things considered.

THIS WILL BE A SLOW GAME. Let me stress the point: THIS WILL BE A SLOW GAME. Both of us have time constraints that preclude any semblance of anything near 1 turn/day. Yet, a human opponent is always more interesting than the AI, so we have decided to give it a shot.

House Rules:

The House Rules we have settled for are:

1. No strat bombing of Industry/Oil/Refineries in China or DEI by either side. Bombing of manpower is allowed. Strat bombing anywhere else is allowed. 2. Fighters can sweep and/or fly CAP/LRCAP at best and second best manouver altitude bands only. 3. If a player feels something is gamey/amiss or is just peeved with anything for any reason, we will talk about as soon as it surfaces. 4. Amphibious assaults only at dot and regular bases. No sub-borne amphibious assaults. 5. Must pay PP to move restricted units out of the country they are currently in. Two exceptions: India Command units can enter Akyab, and Kwangtung Army units can enter Korea. 6. No transfer of American units from the Philippines to the Chinese mainland. Other commands are OK. 7. Any allied air units based in China must be supported by base force units of the same nationality. In other words, if you want to base American B-17s in China, there must be an American base force or engineer unit at the airfield with enough AV support to handle the planes. 8. No 4E naval bombing below 10,000 feet until 1943 except for seaplanes. 9. B29s cannot be used for naval attacks. 10. No New TFs can be formed on turn one. Any existing TF can be altered. This goes for BOTH sides. 11. Only one Japanese port attack on turn one. 12. 10k minimum altitude on night bombing. 13. Dutch (incl KNIL) & Phillipine land units may not be moved out of the DEI/Phillipines 14. Dutch ships must not operate in the Pacific. 15. No British ships in Pacific until 1943 16. If one of us makes a big mistake, or if there is any other discussed and agreed reason, a turn may be redone.

Interestingly, I suggested rules that limit the Japanese more than the Allies, and Falken suggested rules that limit the Allies more than the Japanese.

Settings:

Fog of War: ON Advanced Wather Effects: ON Player Defined Upgrades: ON Historical First Turn: OFF December 7th Surprise: ON Reliable US N torpedo: OFF Realistic R&D: ON No Unit Withdrawals: OFF Reinforcements: Variable +/- 15 days

Combat Report: ON Auto Sub Operations: OFF Task Force Move Radius: ON Turn Cycle: 1 Plane Move Radius: ON Set All Facilities to Expand at Start: OFF Auto Upgrades: OFF Accept Air and Ground Replacements: OFF

In the next few days I will be sharing my thoughts regarding Japanese production and research in this scenario. It is a very different beast from stock (even Scen 2) and DaBabes (although the database is DBB-compliant), so it DOES need studying. I wish I had Mike Solli's mind for things logistical, but I will try to apply what I have learned from others, plus a few bits of my own.

As for the name of the AAR, I will follow the example of a certain famous, and valliant, destroyer, and once in a while post about the comings and goings of the three Japanese training cruisers (in this mod): The Kitakami, the Oi, and the Kiso.

Armament - RA 4.5 has almost 200 armament factories more than DaBabes. But even in DB, I tend to turn some off, at least until I see heavy casualties. I also tend NOT to upgrade everything (it takes too much in resources), but to upgrade and accept replacements in what I am using and I know I will later use. Manchukuo rarely gets upgrades in the first few years, for example. So, I am going to turn off around 400 armament factories to begin with, until I know what the situation is like (Tracker is very useful for this).

Vehicles - This is entirely the opposite. There are never enough vehicle points, as Japanese tanks are rather frail. Although RA 4.5 has 40+ additional vehicle factories, I will increase factory size to 35 across the board, for an additional 95 vehicle factories.

Heavy Industry - In RA 4.5 there are 570 additional HI factories (which consume LOTS of stuff) than DaBabes. These I will let be until I get my bearings. 7545 HI factories seem to me that might be enough, though.

Light Industry - In RA 4.5 there are 200 additional LI factories compared to DaBabes. I wish I couldt turn them off, but can't, so them be the breaks. I am not reparing any.

Resources, Oil and Fuel - According to Tracker, I have enough resources in Honshu/Kyushu/Shikoku to last me for 54 days, oil for 344 days, and fuel for 170. That means the logistical nightmare that is transporting all the stuff back to the Home Islands will have to be designed before turn 1, and setup as soon as safely possible.

Naval Shipyards - There are around 300 additional naval shipyards in RA 4.5, but there is so much to build, that the initial deficit is a bit over 200 points per turn. That means one of two things: I either increase the naval shipyards, or I stop some construction. I am currently siding with the second option, at least to start with. Then, after the initial conquests are finished and the economy has stabilized, we can see.

Merchant Shipyards - There are over 80 additional merchant shipyards in Ra 4.5, and the initial situation is a surplus of about 400 points. Since I intend NOT to build quite a few of the smaller merchantmen, I will begin by turning off almost 400 and see where that gets me. Since there is no lead-in time required when you turn shipyards on or off, it is just a question of using Tracker to make sure everything is working according to plan.

Repair Shipyards - With the exception of increasing Tokyo to 50 points, I will wait until I conquer Hong Kong, Manila, Singapore and Soerbaja before deciding if I enlarge any repair shipyards. If I do, those mentioned might get the first shot at it.

Airframe Production

Imperial Naval Air Force: - Initial fighter production is 100 A6M2, which helps quite a LOT. Also, all carriers carry Zeroes, so there is no need to replace planes on board of flattops. I will let it be to begin with, and then will see. - B5N2 torpedo bombers start at 35. A little low for my taste, as I'd rather turn a factory off later than to have to increase its size. I am increasingt this factory to 60. - C5M2 recon planes production set to 8 using a spare airframe factory. Will increase size if needed. - D3A1 dive bomber production likewise is set at 60. - Jake recon production is set at 30, with the smaller factory turned off. - G3M2 land bomber production is halted, but the factory is kept, at least for the time being. - G4M1 land bomber production is increased to 60. - H6K4 flying boat factory is stopped but kept. - H8K1 flying boat factory is kept operational. Its production is also increased from 24 to 30. - L3Y2 transport production is increased to 15.

Imperial Army Air Force: - Initial Ki-43-Ic fighter production is increased from 32 to 92. The 35-size Ki-27 factory is turned off, and will be converted to Ki-43-Ic if needed. - Ki-46-II recon plane production is increased to 15. - All light bomber production, is stopped. The Ki-51 factory is changed to Ki-32 to use the available engines, and because of the bomb load in the Ki-32. - Ki-21-IIa level bomber production is increased to 60. - Ki-57-I transport plane production is increased to 30.

Air Research

Navy: Naval air research will be concentrated on the following planes: A6M5, A7M2, B6N1, D4Y1, G4M2, G8N1, N1K1-J, and P1Y1. Salt and pepper according to taste :)

Army: Army air research will be concentrated on: Ki-44-Ia, Ki-84a, Ki-102b, Ki-49-Ia, and Ki-67-Ia (including torpedo variant). Again, personal choice as to how much is spent on each.

Engines

Initial engine production is almost 500 above DB. Balancing engine needs is better done using Tracker after having changed air production factory size.

Thanks Pax! It is good to be back playing :) The economy I am not THAT sure of, with the RA changes and all, but I think at the very least I will not overheat it enough to melt it. Will play it by ear after turn 1, depending on what reports I get.

New, getting back to turn 1...

Ports and airfields

There are several ports that Japan NEEDS to enlarge ASAP, so that resources and oil can be shipped easier. This is what I can do on turn 1:

- Shikuka in the Kuriles: The Karafuto Bde and the 38th Const Co strat there from Toyohara. 20 engineers to add to the 8 already here. Not much by Allied standards, but for the Japanese, that is a lot (sadly)! Target size is 6+ - Hakodate in Hokaido: 7th Div and 27th JNAF AF Unit move there. 56 engineers and 3 eng vehicles. After Hakodate is expanded to size-7, they will move to Sapporo and increase it to size-6. - Ominato in Honshu: Begins with 80 eng and 14 eng vehicles, but manyare in units that are needed elsewhere. Thus, the 54th Div will strat there to add 53 eng more. Target size is 9. - Hirosaki/Aomori in Honshu: 53rd Div will strat there to provide 53 eng. Target size is 6. - Sendai in Honshu: 24 eng and 4 eng vehicles are provided by the 25th Ind Eng Rgt, but the 52nd Div will strat there to add 53 eng more. Target size is 6-7. - Fusan in Korea needs to be expanded to size-8. Thus, a few Eng Rgts from Manchukuo will strat there. - Taihoku in Formosa needs to be expanded to size-5. It begins with only 6 Eng and 3 Eng vehicles, so a couple of Eng units will strat from Takao.

There is also an airfield that Japan NEEDS to enlarge:

- Jehol in Manchukuo will be expanded to size-9. Thus all Const Companies in Manchukuo will strat there.

There is one oil producing and refining site that needs to be repaired: Anshan in Manchukuo. That means increasing the size of the airfield, so that there is less supply spoilage there. A few engineer regiments will be sent there too.

There are MANY other ports and airfields that the Japanese needs to expand, but those are more dependent on strategy, and style. The above are necessary for the transport of raw materials to Japan, so that is why I mention them. I am sure it is not THE best way to do it, so I am open to council :)

I'm only up to Dec 20th vs Mike S with me as Japan. Its weird to see Mike S playing the Allies for the first time.

Economics Vehicles - I will increase mine to 200. In another game playing Scenario 2, I didn't have enough for the extra armor and the extra tank division. Not this time.

Naval Shipyard - According to John, he is up to near 1800. So not much of an increase from at start, but I turned off Musashi and many of my I-boats to get things under control. I accelerated Hiyo and she will come in three days after Junyo.

Repair Shipyard - Doing the same thing with Tokyo!

Vals and Kates went to 45 for me, but you could go higher like you did depending on losses.

Jakes - I went to 45 (could go as high as 60) as I will re-size most of my FPs and take off the second from CA/BBs. Since the CS go in for conversion to CVLs in 2/42, I will need to shuttle them through before the CS go into yards. The FP can fill out later and the Jake is great for naval search in places the Emily are not covering.

Glens - I increase size to 15 so it can use up the remaining engines quickly so the factory can be changed over to something useful in 43.

Sally - I increased to 60 as it will be my main Army bomber until the Helen comes on line.

Anshan (Manchuria) needs lot of supply to repair both Oil and Refineries. Since AF is size 1, then many engineers go here to expand AF to minimize spoilage.

I'm only up to Dec 20th vs Mike S with me as Japan. Its weird to see Mike S playing the Allies for the first time.

Agreed. Mike is the archetypal Japanese logisitics master.

quote:

Economics Vehicles - I will increase mine to 200. In another game playing Scenario 2, I didn't have enough for the extra armor and the extra tank division. Not this time.

Mine will be 210, so we are thinking along similar lines.

quote:

Naval Shipyard - According to John, he is up to near 1800. So not much of an increase from at start, but I turned off Musashi and many of my I-boats to get things under control. I accelerated Hiyo and she will come in three days after Junyo.

I am a little leery of increasing this too much. I will stop a number of subs, definitely. But since we are playing with +/- 15 day delay on reinforcements, that will have to wait for turn 2.

quote:

Repair Shipyard - Doing the same thing with Tokyo!

Definitely! Those CVLs will come in early enough to warrant the expense.

quote:

Vals and Kates went to 45 for me, but you could go higher like you did depending on losses.

I can always turn the factories off if there is too large a surplus. But I feel better if I have the production, just in case.

quote:

Jakes - I went to 45 (could go as high as 60) as I will re-size most of my FPs and take off the second from CA/BBs. Since the CS go in for conversion to CVLs in 2/42, I will need to shuttle them through before the CS go into yards. The FP can fill out later and the Jake is great for naval search in places the Emily are not covering.

Agreed on your take on things. The second Jake factory was just turned off, so if I see the need for more Jakes, I will expand it and turn it on.

quote:

Glens - I increase size to 15 so it can use up the remaining engines quickly so the factory can be changed over to something useful in 43.

I do not see the need for the factory that soon... I have a number of unused factories that I turned off, so I will keep a leisurely pace... unless I need the planes.

quote:

Sally - I increased to 60 as it will be my main Army bomber until the Helen comes on line.

I have been thinking about this. 30 Sallys are too few, I realize, and it IS 4 months until Helens start arriving. Thanks for pointing it out!

quote:

Anshan (Manchuria) needs lot of supply to repair both Oil and Refineries. Since AF is size 1, then many engineers go here to expand AF to minimize spoilage.

THANKS! I had not noticed this! I really did not know about Anshan having unrepaired oil and refineries. Just in case, I checked all production centers, and there are no more, but if you hadn't told me, I'd have missed it completely. I have sent 4 Eng Regts to Anshan to increase the size of the airfield to a more supply hoarding-friendly level.

@John 3rd: It will definitely be a big help, yes :) @DivePac88: I have chosen the D4Y1-C as my recon plane, but you are right. A small production factory of C5M2 is in order, as there are several factories that have been stopped.

Thanks to both of you. I hope to post something more meaningful either today or tomorrow... have been fighting with Chinese garrison requirements the last few hours I have been able to put into this game.

China - The greater Shanghai area has required me to send unit "A" to point "B" to free up unit "C" to move to point "D" so a full strength division can be freed up. Its going to take most of December just to reorganize my garrison requirements so I have the troops to conduct an offense. Fun! Fun!

China - The greater Shanghai area has required me to send unit "A" to point "B" to free up unit "C" to move to point "D" so a full strength division can be freed up. Its going to take most of December just to reorganize my garrison requirements so I have the troops to conduct an offense. Fun! Fun!

Yep, that's the IJ for Dec in China ... a lot of shuffling around to free up combat troops.

@ny59giants & PaxMondo: it is... involved... to say the least. But it IS part of the fun, no? I do intend to make some attacks before december is over, though... I do not want my opponent to have too much time to entrench.

Progress report:

I finally finished the land part of CMK, the Home Islands, and most other places. There are a few invasion TFs I need to tweak, but most of it is already done. I stress the MOST. I have at least put a bit of spice on the Japanese turn 1, since this scenario allows for some. We'll see if it works :)

I still have to go through all air units combing them for veterans, and change quite a number of mission profiles in certain areas. Still, the worst (at least for me) is over, the land unit planning, moving, setting objectives, etc. I hope to send turn 1 to my esteemed opponent within a week.

My turn 1 in this game can be summed up as follows (can't say too much until the turn is run):

- ONE port strike (as per HRs) - ONE island amphibious assault preceded with a naval bombardment... the question is where, and if it will succeed :) - FOUR other amphibious landings... all of them standard fare. - TWO parachute assaults. One I have seen in other AARs, the other I am not sure of. - MANY tweaks in air mission orders... including an unorthodox decision that may pay off... or may cost me dearly in planes and pilots. - A GAZILLION movement orders, both land and sea... which include the attempt to bag as many ships in the PI as possible. - Setting up the air training system.

Turn 1 would have been much more involved, were it not for the HR stating that neither side may form new TFs on turn 1. So the minor nightmare (for anyone not named Mike Solli, that is) of setting up the raw material convoys was left for turn 2. Still I am certain there are a few mistakes I overlooked, which is why I fret.

This is my first post in our combined AAR. I am extremely happy to be playing w/Kitakami. Although he refers himself as a relative Newb, I have a funny feeling that I'm going to get pounced on by my opponent... :)

Although I have played WITP/WITP AE since 2006, I really do consider myself a newb at this game. This is my first PBEM because, as my opponent has stated earlier, work schedules does not promote 1 turn/day games for us. So it's been AI since day 1. I do know a lot of the overall generalities of the Pacific War, as I am of a fan of it, but I am in no way an expert in the details. It was one of the reasons that I bought this game to begin with, so that I can learn those details.

Although we are playing RA (which I've been following since I first saw the earliest of threads on it), I will be playing my turn 1 as historical as I can make it. I am only going to review everything on day 1, make sure no A/C setting is going against our house rules, and make sure Force Z is heading for disaster at Mersing/Kota. I am going to spend most of my Turn 1 making notes for my second and future turns.

Although I will not be mentioning any future plans in this AAR, I will write about results and war plans that have already occurred. I will make plenty of mistakes, probably lose a lot of ships early on in the process, but since i'm the Allies, that's ok. It is a five year war. I have time to learn and recover (as Allies).

Even if Kitakami completely destroys me in this game, I know that I will have a lot of fun playing it. One, because I'm playing with a what I consider, a very good opponent, and two, it will be a tremendous learning experience for me, which I can then use for future PBEMs, and hopefully, be a better opponent later on.

Hopefully, I will return the save game to my opponent within a couple of days (unless I decide not to sleep...and finish faster.... )

Am looking forward to your game guys. Thanks for choosing the Mod and I hope you are happy with it.

Have you updated to the 4.6 version? Michael caught some issues with several Japanese LCU and Air Groups being accidentally static. We fixed that. FatR fixed another small issue as well. Anything strange or wrong that you find please contact me so we can fix it.

@Captain Cruft: The 2nd Air Div of the IJAAF is restricted to Manchukuo. Although the game allows the Japanese player to just buy out the HQ with PPs and take all air units with it for free, I find it a bit... gamey... for my taste. So what I do is move the HQ and its bombers to Jehol, and do missions in China. A larger airfield means more arplanes operational and better service turnaround. You do not NEED a level-9 airbase, but it is nice if you can get it to that size. Besides, there a a number of Const units in Manchukuo that do not have much else to do except build.

I have edited the wording in my previous regarding Jehol to reflect the fact that expanding its airfield is a need, but getting it to size-9 is a preference. Thanks for helping me write more clearly.

Basically, verified everything, checked each and every A/C to make sure that our house rule was intact, made plans (didn't change yet) for all current TFs, and made sure that Force Z was heading for the killzone. Some people try to save Force Z right away, but i'm keeping all TFs to their original destinations as per day 1 history. If it survives the attack, then all bets are off.

Since I was checking all of the bases anyway, did some checking on what's different in RA. Although it hurts my side for a while, I really really like the fact that the WC is currently low on everything, including supplies and fuel. Allies get enough extras, it's nice to know that i'm at least strained for a while. (guess i'm a glutton for punishment...)

However, John or anyone else, something strange occurred that we didn't anticipate. Note that this is related to WITP, and not RA. When I started my side of turn 1, I notified Kitakami that the Combat Animations and Combat Summaries were "off". Through agreement, I turned them "on" before saving my turn; however, when Kitakami loaded up the turn, it did not run through the animations. It was still turned off on his side.

Is it safe to say that only the IJN side can set preferences, and the Allied side is "overwritten" automatically?

Not sure if we did something in the wrong order. I would have thought that as long as the run didn't run, that my setting of the animations and summaries would have worked???

The Japanese player has more control over in game Preferences than an Allied player. The Combat Replay and Animations can only be done by Japan. When doing his orders, he can hit the "P" key to bring up Preferences. Those NOT greyed out, can be changed. Each side can micro-manage the speed of each part of the Combat Replay using both the left and right click. Nice to have the ground combat go faster when having large stacks of units involved.

My new game as Allies had my Japanese opponent forget to turn these two options on, but was able to get them started after the first few turns.

Training flight from 18th PG/19th PS has been caught up in attack Training flight from 15th PG/45th PS has been caught up in attack

Total ships sunk: 1. An AM!!!! At least 2x BBs swallowed four fishes and 4x BBs swallowed three. And the other two BBs got an 800 Kg bomb each, at least. That puts all of them out of the picture for a while... but I am certain that they will come back to haunt me :S

The Philippines fared better but I did take a risk I hadn't taken before. Look at the bombing altitude. I decided to take the risk on the surprise turn, but I will not continue from turn 2 onwards... AAA would do me in.

CAP engaged: 6th PS PAAC with P-26A (0 airborne, 0 on standby, 0 scrambling) (6 plane(s) diverted to support CAP in hex.) 0 plane(s) not yet engaged, 3 being recalled, 3 out of immediate contact. Group patrol altitude is 10000 Time for all group planes to reach interception is 42 minutes

75mm T94 Mtn Gun lost overboard during unload of 48th FA Rgt 10cm T91 Howitzer lost in surf during unload of 48th FA Rgt 7.7mm T99 AAMG dropped into water during unload of 48th FA Rgt 75mm T94 Mtn Gun damaged beyond repair during unload of 48th FA Rgt 75mm T94 Mtn Gun damaged beyond repair during unload of 48th FA Rgt 75mm T94 Mtn Gun accidentally lost during unload of 48th FA Rgt 19 troops of a IJA Infantry Squad accidentally lost during unload of 47th Infantry Rgt 19 troops of a IJA Infantry Squad lost overboard during unload of 47th Infantry Rgt 19 troops of a IJA Infantry Squad accidentally lost during unload of 47th Infantry Rgt 75mm Infantry Gun lost in surf during unload of 47th Infantry Rgt 37mm Type 94 AT Gun lost overboard during unload of 47th Infantry Rgt 19 troops of a IJA Infantry Squad lost from landing craft during unload of 47th Infantry Rgt 19 troops of a IJA Infantry Squad accidentally lost during unload of 47th Infantry Rgt 19 troops of a IJA Infantry Squad lost in surf during unload of 47th Infantry Rgt 19 troops of a IJA Infantry Squad lost in surf during unload of 47th Infantry Rgt 12 Support troops accidentally lost during unload of 47th Infantry Rgt 19 troops of a IJA Infantry Squad lost in surf during unload of 1st Formosa Inf. Rgt 10 troops of a IJA HMG Section lost from landing craft during unload of 1st Formosa Inf. Rgt 19 troops of a IJA Infantry Squad accidentally lost during unload of 1st Formosa Inf. Rgt 19 troops of a IJA Infantry Squad lost in surf during unload of 1st Formosa Inf. Rgt 37mm Type 94 AT Gun damaged beyond repair during unload of 1st Formosa Inf. Rgt 19 troops of a IJA Infantry Squad lost from landing craft during unload of 1st Formosa Inf. Rgt 19 troops of a IJA Infantry Squad accidentally lost during unload of 1st Formosa Inf. Rgt 19 troops of a IJA Infantry Squad lost in surf during unload of 1st Formosa Inf. Rgt 19 troops of a IJA Infantry Squad lost from landing craft during unload of 1st Formosa Inf. Rgt 12 Support troops lost overboard during unload of 1st Formosa Inf. Rgt 12 Support troops lost overboard during unload of 1st Formosa Inf. Rgt Motorized Support accidentally lost during unload of 4th Tank Rgt Motorized Support dropped into water during unload of 7th Tank Rgt Type 89A Medium Tank lost from landing craft during unload of 7th Tank Rgt Type 89A Medium Tank lost in surf during unload of 7th Tank Rgt 16 troops of a IJA Engineer Squad accidentally lost during unload of 48th Engr Rgt 12 Support troops lost in surf during unload of 48th Engr Rgt Motorized Support accidentally lost during unload of 48th Recon Rgt 19 troops of a IJA Infantry Squad accidentally lost during unload of Tanaka Det 12 Support troops lost overboard during unload of 40th JAAF AF Bn 19 troops of a IJA Infantry Squad lost from landing craft during unload of Tanaka Det 17 troops of a IJA Infantry Squad lost from landing craft during unload of 28th JAAF AF Bn

12 Engineers lost from landing craft during unload of 21st Div 16 troops of a IJA Engineer Squad accidentally lost during unload of 21st Div /3 17 troops of a IJA Infantry Squad lost in surf during unload of 21st Div 12 Support troops lost in surf during unload of 21st Div 12 Support troops lost in surf during unload of 21st Div 17 troops of a IJA Infantry Squad accidentally lost during unload of 21st Div 12 Support troops lost overboard during unload of 21st Div 12 Support troops accidentally lost during unload of 21st Div 12 Support troops lost overboard during unload of 21st Div 12 Support troops lost in surf during unload of 21st Div

The Iba and Clark Field raids produced the intended result: serious runway damage. The Manila raid was not as successful... so I will have to be careful. But I can't really complain overall. Even the Cagayan attack will help, as the B-17s will have a harder time flying offensive missions from there... and the LCUs will have less time to entrench before the Japanese Imperial Army pays them a visit.

I am not sure if landing in San Fernando was worth it or not. It shortened my time to Clark Field for sure, but it increased my disruption, so my losses will be higher, I am sure. We'll see if it was worth it or not in the next two weeks of game time.

Paras are now the easiest way of taking Davao on turn 1, if that is what the Japanese player wants. I did :) With the port in my hands, things will begin moving that way from turn 2.

I had hoped to get both capital ships, as my esteemed opponent had put severe historical constraints on himself for turn 1, but bagging the DD was a definite plus. The 5 destroyed Buffaloes are also a bonus, as there will be 5 less fighters defending Singapore in the later stages of the Malaya campaign.

10cm T92 Gun damaged beyond repair during unload of 18th Medium FA Rgt 7.7mm T99 AAMG lost from landing craft during unload of 18th Medium FA Rgt 10cm T92 Gun dropped into water during unload of 18th Medium FA Rgt 12 Engineers lost in surf during unload of 11th Shipping Engr Rgt 12 Support troops lost overboard during unload of 11th Shipping Engr Rgt 12 Naval Support troops lost in surf during unload of 11th Shipping Engr Rgt 15cm T96 Howitzer dropped into water during unload of 3rd Medium FA Rgt /2 12 Engineers accidentally lost during unload of 4th Ind. Engr Rgt 12 Engineers lost from landing craft during unload of 15th Ind. Engr Rgt 12 Engineers lost overboard during unload of 23rd Ind. Engr Rgt 19 troops of a IJA Infantry Squad lost from landing craft during unload of 55th Infantry Rgt 12 Support troops lost from landing craft during unload of 55th Infantry Rgt 19 troops of a IJA Infantry Squad lost in surf during unload of 55th Infantry Rgt 19 troops of a IJA Infantry Squad lost from landing craft during unload of 114th Infantry Rgt /1 19 troops of a IJA Infantry Squad lost from landing craft during unload of 114th Infantry Rgt /1 19 troops of a IJA Infantry Squad accidentally lost during unload of 114th Infantry Rgt /1 12 Support troops lost overboard during unload of 55th Infantry Rgt 19 troops of a IJA Infantry Squad accidentally lost during unload of 114th Infantry Rgt 19 troops of a IJA Infantry Squad lost overboard during unload of 114th Infantry Rgt 12 Support troops lost overboard during unload of 114th Infantry Rgt

17 troops of a IJA Motorized Squad lost from landing craft during unload of 22nd Recon Rgt 17 troops of a IJA Motorized Squad lost in surf during unload of 22nd Recon Rgt 75mm T94 Mtn Gun lost from landing craft during unload of 18th Mtn Gun Rgt Motorized Support lost in surf during unload of 22nd Recon Rgt

17 troops of a SNLF Squad accidentally lost during unload of 91st Nav Gd 17 troops of a SNLF Squad accidentally lost during unload of 91st Nav Gd 17 troops of a SNLF Squad lost in surf during unload of 91st Nav Gd

To me, Miri is very important to take early, one of the reasons being that I want to know how damaged it will be. This helps plan other things earlier. I tried to send a force large enough to take it on turn 2. We'll see if I did or not.

17 troops of a IJA Infantry Squad lost from landing craft during unload of Guards Mixed Bde /2 17 troops of a IJA Infantry Squad lost in surf during unload of Guards Mixed Bde /2 17 troops of a IJA Infantry Squad accidentally lost during unload of Guards Mixed Bde /3 17 troops of a IJA Infantry Squad lost overboard during unload of Guards Mixed Bde /3 12 Support troops lost overboard during unload of Guards Mixed Bde /3 17 troops of a IJA Infantry Squad lost in surf during unload of Guards Mixed Bde /5 12 Support troops lost overboard during unload of Guards Mixed Bde /5 17 troops of a IJA Infantry Squad lost overboard during unload of Guards Mixed Bde /6

With the ability to send the Japanese Guards Mixed Brigade to many places, I chose Midway. I believe that it is better to take it on turn 1, or don't even try to. As things went, I probably sent too strong a force to get it, and there are certain risks... calculated risks... that I took.

Well, that is the combat report of turn 1. With this being a combined AAR, there are things I can't write about until they actually do happen, but please feel free to comment on anything and everything you read in this post. Events that have already happened are free game.

Now, to move several hundred cargo ships, and to send the second wave of invasion forces...

The radio operator drops the pencil, removes the headphones, and runs to the ship's captain. "Daisa-sama! An urgent report from Combined Fleet Headquarters". He bowed his head as he used both hands to offer the piece of rice paper to Captain Morishita Nobue. Captain Morishita took the message with both hands, grunting his acknowledgement. As he unfolded the paper, he could see three kanji that made him smile: "Operation Mo successful"

Watching the replay, the combat report seems to indicate that no A/C were damaged or destroyed on the initial attack to Pearl Harbor. I'll be able to confirm once I load up the turn, but it's interesting none the less. Was just wondering if this was intentional, or if the Mission Orders didn't go as planned.....